Jan. 23rd, 2008 @ 07:53 am Fringeworthy and Unworthiness
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elric
Current Mood: contemplative
Current Music: Within Temptation - Memories - Memories (single version) (Squid's Redoubt)

I just finished reading the 1993 reprinting of the 1987 game, Fringeworthy (hereafter FW).

I’m reminded why that I’m so deeply and abidingly glad that the design of games has changed so radically in the last twenty years, and simultaneously reminded why my friend [info]maliszew’s near-obsession with the structure and feel of late ‘80’s games leaves me wholly cold.

Conceptually, FW is awesome. You probably know it better as Stargate SG-1 since 80% of the underlying concepts that went into the latter originated in FW. So much so that I’m absolutely shocked there hasn’t been any subsequent suits and huge settlements for ripping the idea off wholesale, but I digress. In FW, the world has discovered a set of huge, hovering rings that lead to a network of pathways between worlds. Only 1 in 100k can actually use these gates, so the UN administers the exploration of this new resource. Some gates open to planetary locations, some to alternate Earths (in fact, a massive, endless array of them), some to places in the solar system, some directly to other star systems. Humanity goes in, runs into aliens, finds some cooperative, others less so, and a Big Bad.

All pretty straightforward, right? I could run something based on the underlying idea in an endless parade of fun.

Then there’s the rest of the book. Remember, Tri Tac, ‘93. Ten pages of detailed, small-print human form location tables down to “front of spleen” or “5th metacarpal.” Fifteen of complicated strangely interwoven skill system, to the point of “Solar Powered Electronics” is on par with “Xenobiology.” Fifteen on randomly generating a new planet to be discovered, which is unlikely to really even be human habitable. Don’t forget the inevitable d100[1].

Could I run this? Not on your stinkin’ life. Which is pretty exemplar of the games of the era, a number of which I own in my extensive historical library.

I occasionally wonder if there’d be any money in picking up a license for some of these older properties and retrofitting a new system on the old setting info and feel. Some kind of stripped-down Fudge system would do just fine for the more mechanical systems, or maybe even just a description of common themes and means for dealing with characters in Primetime Adventures or Capes[2] . This would be impossible, since such licenses are always overpriced and would undersell, but … A man needs dreams.

Traveller done up as a Universalis plug-in and seed set amuses me so, though.


  1. A review of the Fringeworthy 10th edition says it all:

    And then there’s the combat system. I’m not even going to try to describe it—you won’t believe me. To make a long story short, it makes even Rolemaster seem fast and simple by comparison. Those who want the details anyway are hereby referred to Michael Richter’s review of FTL:2448.

    In summary, this system is misbegotten all the way. Whether in or out of combat, the players and GM will be constantly flipping to different sections of the book just to find the information they need to do something. When they’re not doing that, it’ll be because they’re still trying to figure it out in the first place. Very bad for a game that has supposedly undergone ten years of playtesting.

  2. Pretty much my core workhorse games now in many ways. PTA gives you a truly stripped-back character descriptor and conflict system, Capes gives you the GMless and conflict-focus for other things.

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From:[info]maliszew
Date: January 23rd, 2008 01:35 pm (UTC)
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To be fair, there are late 80s games and then there are Tri-Trac games. While there are certainly "genetic" connections between the two, I think it's fair to say that Tri-Tac's products aren't exactly exemplars of good game design from their period, even if one has a preference for other approaches to RPGs.
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From:[info]zamiel
Date: January 23rd, 2008 09:29 pm (UTC)
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Admittedly, the Tri Tac games are among the worst exemplars of the style (though The Morrow Project and Runequest were pretty egregious too, as total names to conjure complexity with). I seriously just can’t look back on these games and think they were ever run like they’re written.

A world of masochists, I tell you.

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From:[info]maliszew
Date: January 23rd, 2008 09:36 pm (UTC)
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Back in the day, game rules were these things you used only if they were immediately understood upon first reading or if you wanted to bludgeon a player or GM into letting you do something (or, alternately, not let you do it) because it's in the rules. Otherwise, you mostly ignored them and fumbled your way through the charts in the way that seemed to make the most sense and generate the most fun. It was a different world.

I knew guys who ran Space Opera by the book, so there were people who did play these games, though.
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From:[info]blacksnail
Date: January 23rd, 2008 01:56 pm (UTC)
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God forbid you had to deal with a shotgun blast in Fringeworthy. This is a perfect example of why you don't want pre-meds to design your damage system.
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From:[info]robotech_master
Date: January 23rd, 2008 02:01 pm (UTC)
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Well, they would have liked to sue, the evidence was on their side, but they knew they'd be outlawyered before they even started.

However, someone who attended a DragonCon 2004 Stargate panel "learned about some lawsuit against Stargate from the creator of some RPG called Fringeworthy," and apparently Tucholka himself has gotten in trouble with Wikipedia admins for trying to add information about the lawsuit to the Fringeworthy wikipedia article. Apparently they didn't have enough evidence to prove theft in a court of law.

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From:[info]marknau
Date: January 23rd, 2008 03:33 pm (UTC)
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Wow. I played FTL: 2448 back in high school, straight out of a three-ring binder. And when I say "played," I mean we made characters for hours, then played out a single combat for another hour. I'd never played a game before where the party then avoided combat merely to avouid the logistic hassle.

Have you checked out "In a Wicked Age" yet? I just got the pdf, and it seems quite good.
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From:[info]zamiel
Date: January 23rd, 2008 09:27 pm (UTC)
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Not yet, but I’ve seen a lot of stuff kicked around about it. I’m still waiting for some generous soul to buy me *The Mountain Witch& for my library. :)